I want to keep using skygen but I also have this usecase and I'm not sure how to leverage skygen for it.
I am working on sandstorms and blizzards, For the duration of those phenomenons I would like to set certain sky properties while keeping others intact. Once the phenomena is over I would like to revert to the biome sky. I have seen events but I'm not sure if it applies to my requirements.
The strongest aspect of this mod is that it works on all nodes with leaves group. The screenshots do not demonstrate that. I think it would help if it did.
This is the best leaf particles mod out there. It uses the leaves group and the leaf tile to create particles. It just works! for all the leaves. The screenshots do not do it justice.
Outdated -
Very few leaves and looking at the code there is opportunity to make it more performant. (Yes I created a PR)
Edit - Thank you for getting back to me quickly. The mod runs even smoother now; even when I crank up the amount of leaf particles.
What if you take the nodes of one edge and place them on the other side. Yes you would still have a hard cutoff of a biome but it would be less of a shock when you teleport.
That then leaves one to solve the problem of the hard cutoff of biomes.
I'm giving this a thumbsup not because it is a well rounded mod - but mainly because it is very inspiring idea. I like the idea of having a flood result in a lake through this "natural" process.
I have a goal to make springs and lakes in minetest that use the existing landscape to decide if it is a good candidate for a lake. Ideally using some emergent (natural) process.
The devs did an outstanding job with this one ;) The textures look good and I like the additional life in my world. It would be nice to explain a bit more how to use the mod in the descriptions.
I've noticed the code registers a bunch of tree and leaf nodes. That is not what I would expect from a mod like this. It would be much nicer if it just worked on existing leaf nodes.
I am confused about the dependencies. Would it be possible to have them be optional or not require them?
I see I can use the event api.
EDIT: That won't work because I need it to be per player and not server wide.
I want to keep using skygen but I also have this usecase and I'm not sure how to leverage skygen for it.
I am working on sandstorms and blizzards, For the duration of those phenomenons I would like to set certain sky properties while keeping others intact. Once the phenomena is over I would like to revert to the biome sky. I have seen events but I'm not sure if it applies to my requirements.
Great idea, please add more screenshots so we know better how it looks.
Clearly you haven't read the text provided. I should maybe make it more clear that these timers persist accross server restarts.
You might then say that node timers persist. You would be correct; but did you know that node timers stop ticking when they are unloaded.
EDIT: Sorry if that sounded a bit snarky. Sometimes I react instead of thinking and being compasionate.
How would you advice I use this if I want to define effects on nodes? I would like to know which node in the world the timer applies to.
Would use for next mod when I have an effect I want to last for an amount of time. The API is just right and the persistence is very useful.
Hi SFENCE,
Vines will soon be on contentdb. Making it an optional dependency if you wish could be an idea.
The strongest aspect of this mod is that it works on all nodes with leaves group. The screenshots do not demonstrate that. I think it would help if it did.
You must have written it for an issue you had. What was it?
I think the lower resolution stuff looks better.
What tool do you use to do pixel art?
This is the best leaf particles mod out there. It uses the leaves group and the leaf tile to create particles. It just works! for all the leaves. The screenshots do not do it justice.
Outdated - Very few leaves and looking at the code there is opportunity to make it more performant. (Yes I created a PR)
Edit - Thank you for getting back to me quickly. The mod runs even smoother now; even when I crank up the amount of leaf particles.
This is a great challange to get it right.
What if you take the nodes of one edge and place them on the other side. Yes you would still have a hard cutoff of a biome but it would be less of a shock when you teleport.
That then leaves one to solve the problem of the hard cutoff of biomes.
Would it make sense to add the dependency to the mod.conf?
Great job. How far Luanti has come.
I do notice that this mod is asset heavy (relatively). Might a light version be a reasonable ask?
Used it while working on param2 issues.
I'm making a texture pack. Whenever I run into a node I don't know - I scan it with the hypertracer!
Why scaffolding if I can have an air wand!
This is the better light wielding mod here.
I'm giving this a thumbsup not because it is a well rounded mod - but mainly because it is very inspiring idea. I like the idea of having a flood result in a lake through this "natural" process.
I have a goal to make springs and lakes in minetest that use the existing landscape to decide if it is a good candidate for a lake. Ideally using some emergent (natural) process.
The devs did an outstanding job with this one ;) The textures look good and I like the additional life in my world. It would be nice to explain a bit more how to use the mod in the descriptions.
Makes complete sense to have trees want to spread on fertile soil.
Not sure if it's still in the mod, but I can't seem to turn my dirt or dirt with grass into a path while walking on it.
I've noticed the code registers a bunch of tree and leaf nodes. That is not what I would expect from a mod like this. It would be much nicer if it just worked on existing leaf nodes.
Will give a try if simplified.